3-DoF Controllers [Video]
Think 3-DoF controllers are a thing of the past? This video breaks down why these controllers are still a crucial part of the XR landscape, and how to work within their limitations.
Think 3-DoF controllers are a thing of the past? This video breaks down why these controllers are still a crucial part of the XR landscape, and how to work within their limitations.
Eye tracking offers interesting possibilities for XR, but it’s not without its quirks. In this video, I’ll dive into the benefits, as well as the often-overlooked limitations. Learn UX best practices for designing XR experiences that use eye tracking effectively and inclusively.
Hand tracking is a type of input that uses cameras on the outside of the headset to track hands and gestures in the real world and then translates that to an interaction in the digital world. Let’s talk about the pros and cons and UX best practices.
Back in the earlier days of consumer-ready VR, headsets only allowed for movement within 3 degrees of freedom, which meant you could only move your head around. This also meant that you couldn’t track a controller within 3D space the way you can now with headsets like the Quest. The most common input method for these early consumer VR headsets was gaze targeting. But is it still relevant today?
I’ll go over the different types of UI panels that could be used, the pros and cons of each, and I’ll give you some recommendations to keep in mind when choosing which type of follow-along panel to use in your spatial experience. So let’s get started!
I’ll go over the different types of UI panels that could be used, the pros and cons of each, and I’ll give you some recommendations to keep in mind when choosing which type of follow-along panel to use in your spatial experience. So let’s get started!
In this video, I’ll explain the difference between direct and ray interactions, I’ll share some pros and cons of each, and I’ll give you some recommendations to keep in mind when you’re trying to decide whether to use 3D objects or traditional 2D UI panels in your spatial experiences.
Problem to solve In most cases, people will not be spending a large amount of time in an XR headset, so it’s safe to assume that over time they may forget the various controller options needed to interact within a specific application. How can I remind people how to use the controllers during the experience?
In most cases, people will not be spending a large amount of time in an XR headset, so it’s safe to assume that over time they may forget the various controller options needed to interact within a specific application. This is where tooltips and memory cues come in. Tooltips Tooltips provide relevant information about an
EEG sensors utilize brain waves, and EMG sensors use muscle response to manipulate digital objects in the virtual space. There aren’t very many options on the market right now, and are mostly only used for specialized cases such as medical rehabilitation or accessibility for motor function impairments. The options that are available right now are